30-08-2007, 03:32 AM
Ok so you make the duration based on time. Maybe even the player that is killed loses nothing.
None of that matters. You guys are arguing worthless points that are void of any meaning. There are billions of ways to make ANYTHING work.
Plus most of my example were more for inspiration maybe to spark an idea. Why would you EVEN argue with something like that. Instead of posting some ideas, you guys are wasting EVERYONE'S time. Obviously there is no concrete way I can list ideas that would work perfectly into another person's game. Unless I worked directly with William, all I can do is toss out some ideas.
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The Horrible Weapon Idea That Gains Power When It Pkills
Ok so William adds a weapon that randomly increases in damage or power or durability every time the player kills another player. Maybe 10% of the time after killing a player +/- 10 levels from the weapon wielder, the weapon gains +1% damage. The weapon can break and be looted. So if some bad ass pkiller spends all their time making a powerful weapon that they NEED to put themselves in dangerous situations EVERY TIME to obtain; it's not so powerful.
Allow the player to name the weapon. You get this kewl sword you get to name, and build up the powers. After about 10 successful pkills you have +1% damage. Roughly after 100 kills you would have 10% damage. Or maybe +5% hit chance, +2% durability, +3% damage.
But remember this weapon you created can be looted.
If for some reason you feel the numbers are off....change them.
Your master pkiller MIGHT kill some noobs would good equipment. But he is going to do that anyways. This would make pkilling fun. Give you reason to hunt down the enemy while building a custom weapon with it. Maybe call them spirit blades or such. Allow a certain class to do this only? Or all classes.
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The Jail Idea That Makes No Sense, Cause That Is Only Allowed For Law Code (read mmorpg rule book)
Ok you have different nations or clans that are rivals. Instead of killing players, you knock them out. You must then bind them or shackle them. Then walk back to your dungeon that resides in your base. But while walking you move at 1/2 movement rate (and the enemy can be alerted that someone as been captured). Once you lock them up in the dungeon, a player must be at all times standing on a designated square to keep the player(s) locked up.
Of course other features would be needed to make it fair and not boring. Maybe the ability to swap prisoners from both sides (exchange). Or ways to break them out of jail. Or pay for their release.
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The Soul Idea
You have a necromancer class or even just wizards, whatever. They must cast the spell when the player is at 5% or less hp(when they are on the verge of death). There is also a saving throw or some sort of defense to it. If it fails then; normal death. If it succeeds which could be a fairly hard feat. The wizard will capture part of their soul. This will give them a slight increase to magic power or hp; whichever you want. The player who died is cursed. They have a slight penalty to saves and hit chance, or whatever you want the small curse to be. This cannot be stacked. Ways to remove this. Kill the wizard, wizard logs off, or the duration of the spell wears off, or find a powerful wizard to remove the curse(which removes the power from the wizard who stole part of the soul).
Most of these can be altered or not used to fit the style or the power needed.
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None of that matters. You guys are arguing worthless points that are void of any meaning. There are billions of ways to make ANYTHING work.
Plus most of my example were more for inspiration maybe to spark an idea. Why would you EVEN argue with something like that. Instead of posting some ideas, you guys are wasting EVERYONE'S time. Obviously there is no concrete way I can list ideas that would work perfectly into another person's game. Unless I worked directly with William, all I can do is toss out some ideas.
------------------------------------------------------------------------------------------
The Horrible Weapon Idea That Gains Power When It Pkills
Ok so William adds a weapon that randomly increases in damage or power or durability every time the player kills another player. Maybe 10% of the time after killing a player +/- 10 levels from the weapon wielder, the weapon gains +1% damage. The weapon can break and be looted. So if some bad ass pkiller spends all their time making a powerful weapon that they NEED to put themselves in dangerous situations EVERY TIME to obtain; it's not so powerful.
Allow the player to name the weapon. You get this kewl sword you get to name, and build up the powers. After about 10 successful pkills you have +1% damage. Roughly after 100 kills you would have 10% damage. Or maybe +5% hit chance, +2% durability, +3% damage.
But remember this weapon you created can be looted.
If for some reason you feel the numbers are off....change them.
Your master pkiller MIGHT kill some noobs would good equipment. But he is going to do that anyways. This would make pkilling fun. Give you reason to hunt down the enemy while building a custom weapon with it. Maybe call them spirit blades or such. Allow a certain class to do this only? Or all classes.
------------------------------------------------------------------------------------------
The Jail Idea That Makes No Sense, Cause That Is Only Allowed For Law Code (read mmorpg rule book)
Ok you have different nations or clans that are rivals. Instead of killing players, you knock them out. You must then bind them or shackle them. Then walk back to your dungeon that resides in your base. But while walking you move at 1/2 movement rate (and the enemy can be alerted that someone as been captured). Once you lock them up in the dungeon, a player must be at all times standing on a designated square to keep the player(s) locked up.
Of course other features would be needed to make it fair and not boring. Maybe the ability to swap prisoners from both sides (exchange). Or ways to break them out of jail. Or pay for their release.
------------------------------------------------------------------------------------------
The Soul Idea
You have a necromancer class or even just wizards, whatever. They must cast the spell when the player is at 5% or less hp(when they are on the verge of death). There is also a saving throw or some sort of defense to it. If it fails then; normal death. If it succeeds which could be a fairly hard feat. The wizard will capture part of their soul. This will give them a slight increase to magic power or hp; whichever you want. The player who died is cursed. They have a slight penalty to saves and hit chance, or whatever you want the small curse to be. This cannot be stacked. Ways to remove this. Kill the wizard, wizard logs off, or the duration of the spell wears off, or find a powerful wizard to remove the curse(which removes the power from the wizard who stole part of the soul).
Most of these can be altered or not used to fit the style or the power needed.
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